How about making 1st move on Wednesday or Thursday?Diplomacy can be discussed when we have distributed the nations, i doubt much will have to be made for turn one to be made

The good news is that everybody seem to have different favs so this means that everyone gets their 1st choice Beware of the changes that is still being made to the DL file, so dont make the game armies yet only test armies

For the game i will make a new topic where we make moves and other official stuff, this topic will be the "chat" topicThe maps that will be on shown will be a copy of the actual map as the real map is 8mb bigfor those who would like their own copy for close exterminations you will need a program to read paint shop images, PM me your email address and i will email it before we start

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"There is only one way out of hell, thats through it" -- General Patton

"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere

Im not sure if it is suited for this style of game, the only way i could figure to introduce it is to place it in a secret territory and the first to take that will get it and only have one horn in the entire game so that only one army may carry it, as a unique item but in no sure

I think that alot of the difficult issues in the rules for Conquest can only be properly suited with learning what works when we play the game, its hard to know how it will work without getting the rules tested properly, so i look forward to getting it underway

« Last Edit: May 18, 2009, 06:10:16 PM by Flak »

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"There is only one way out of hell, thats through it" -- General Patton

"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere

ive just created merc army and some very fast few shots:1) does cavalry have increased stats? if not, they should be reduced in cost. i think 1k as max is fine2) i think swordmen should be reduced in cost. 450 seems ok3) ogres should be decresed in cost as well. 900 is ok (they worse than cavalry)

p.s. WTF FLAK we just tested it with whfreak and he told me that treeman cost 501 now its ZOMG. indeed treeman not good but he cause fear and hard to kill (even he is cowardish ass). my cavalry fleed almsot every time he atatcked with treeman.

we need to fix it!1) treemen for 2 q-ty as max2) cost for 900-1000 at least

and again merc army seems just too small. maybe we need add them some units from the alliance or emprie i dunno but now very poor choose from either swormden, cavalry and ogres which is kinda funny when u face with such army but not funny when u deal with it.i actually may see adding flagellants to them as a good idea - why we need strict rules to prevent similar units in game? or maybe remove flagellants from the empire...

p.s. what about adding them outlaw infantry (as in singleplayer) with some specials for them? (like good leader or w/e)

« Last Edit: May 18, 2009, 08:38:04 PM by alavet »

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Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.

Cavalry does not have improved stats no, grungebringer swordmen has better WS than greatswords/halba as they have bonus's to attack with their weapons. Swordmen are 435 in cost as normal

Ogres might be slightly overpriced but they are good troops, if empire loses flags then they dont have a stronger alternate unit and it leaves them weaker so that doesnt help. A reduction of ogres might be what is needed for mercenaries and dont forget they have bright mage, crossbowmen also and pistoleers aswell maybe allow 2 pistoleers would help them.

Treemen are hard to price as they are like trolls and spiders, sometimes they save you and sometimes they just end up letting you down. i would say that 750 like a vampire cost is decent enough for a treeman

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"There is only one way out of hell, thats through it" -- General Patton

"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere

i dont agree with price for cavalry and ogres, which seems need to be lowered.

the problem is that merc army aint able to rush now. cavalry & ogres only 2 units which will cost half of your army, and they may easily be disabled by either panic attack on them or few blocker units. after you bought 2 attacking units (while i think its obvious that swordmen is very mediocore unit to attack with) then you have money only for 3 swordmen as max, assuming you want to have at least few artifacts with them (& mage).

thus the only possible armybuild is like cavalry &(or) ogres, 3-4swordmen, mage and few artifacts (hopefully). i guess even mediocore goblin army with enough fanatics in them may handle this poor setup. not saying about empire mortairs which will smash half of your swordmen before they reach anything or orcish lobbers... and this army will suffer from the panic effect as well (well any army except empire will be, but merc army has worse armies)

i think that alliance in that way doesnt even need to have archers to defend - few treemans (for panic) and some of elves/dwarwes might handle a lot of poor skilled swordmen.

if situatuion will remain the same i wish best of luck for the merc players (if any of them will be).

from other hand, i agree that mercs able to defend. crossbowmen are good, canons good as well, and the only headache will be to have enough gunmeat to handle enemies while our crossbowmen/mage doing their job.

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Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.